More actions
Initial setup.
Build plan, warlock
Item Set
- Weapons: Melf's First Staff (Act 1 store), Staff of the Emperor (Act 2 combat theft), The Spellsparkler (Act 1 quest reward), Incandescent Staff (Act 2 store), Staff of Cherished Necromancy (Act 3 combat loot) (test necrotic artillery)
- Armor: Potent Robe (Act 2 quest reward)
- Helmet: Hat of the Sharp Caster
- Gloves: Daredevil Gloves, Quickspell Gloves, Spellmight Gloves
- Boots: Evasive Shoes, Bonespike Boots
- Cloak: Cloak of Protection, Cloak of the Weave, Cloak of Displacement
- Amulet: Spineshudder Amulet, Amulet of Greater Health, Spellcrux Amulet, Pearl of Power Amulet (check if restores full slot)
- Rings: Ring of Free Action, Ring of Protection, Risky Ring, Callous Glow Ring
Level Progress
- Eldritch Blast, Bone Chill, the Fiend pact, Burning Hands, Command. Main stat bonus Cha (get to 17), secondary bonus Dex (get to 15).
- Agonising Blast, Armour of Shadows, Hex. Make sure an ally has Speak to Animals
- Pact of the Tome. Chain is useless, Shovel gives most of it. Blade is useless, Smite spells are missing from DnD5E. Darkness or Invisibility
- Full Ability Improvement, +1 each to CHA and DEX to increase the bonus of both. Any cantrip, the second of Darkness or Invisibility
- Repelling Blast, Fireball. Key point, get Haste for free 1/day. Blast is now 2 beams.
- Grant Flight
- Blight, Book of Ancient Secrets, CHECK if Rituals can be Inscribed, 9 total options
- Remove Curse if no ally has it, otherwise Hypnotic Pattern. Full Ability Improvement, both into CHA to get to 20 for +5 bonus
- Cone of Cold, Minions of Chaos. Flame Strike is same damage but smaller AoE than Fireball, so skip.
- Any spell that fills a tactical gap. Take note of Fiendish Resilience. Blast is now 3 beams.
- Gain your 3rd spell slot, pick any new standard spell. Circle of Death
- Any feat works, maybe full ability improvement with both into DEX for AC, or possibly War Caster, Spell Sniper, any Invocation works